My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
Bad
Versatility
Godly!
F2P score
RIP

1 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Archers Witch Electro Wizard Phoenix

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Archers Witch Electro Wizard Phoenix Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Phoenix Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Archers Skeleton Army Phoenix
Giant Snowball
Archers Skeleton Army Witch
Zap
Archers Skeleton Army Witch
Barbarian Barrel
Archers Skeleton Army Witch Electro Wizard
The Log
Archers Skeleton Army Witch
Earthquake
Archers Skeleton Army Witch
Arrows
Archers Skeleton Army Witch
Royal Delivery
Archers Skeleton Army Witch Electro Wizard
Fireball
Archers Skeleton Army Witch Electro Wizard
Poison
Archers Skeleton Army Witch Electro Wizard Phoenix
Lightning
Witch Electro Wizard Phoenix
Rocket
Witch Phoenix

Against air swarms

Spells and units that can counter air swarms.

Zap Witch

Against ground swarms

Spells and units that can counter ground swarms.

Zap Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Skeleton Army Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Witch Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Zap Archers Skeleton Army Electro Wizard Phoenix Witch Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Mirror Zap Archers Skeleton Army

Attack Synergies 3 8

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Zap
Mirror Electro Wizard Archers Witch Phoenix Mega Knight
Archers
Zap Mega Knight
Mirror
Zap Phoenix Skeleton Army
Skeleton Army
Mirror
Witch
Zap Mega Knight
Electro Wizard
Zap Mega Knight
Phoenix
Mirror Zap
Mega Knight
Zap Archers Witch Electro Wizard

Defense Synergies 4 14

Zap
Mirror Electro Wizard Mega Knight Archers Skeleton Army Witch Phoenix
Archers
Zap Skeleton Army Witch Electro Wizard Mega Knight
Mirror
Zap Skeleton Army Electro Wizard Mega Knight
Skeleton Army
Mirror Zap Archers Electro Wizard
Witch
Zap Archers Electro Wizard Mega Knight
Electro Wizard
Zap Archers Mirror Skeleton Army Witch Mega Knight
Phoenix
Zap
Mega Knight
Zap Archers Mirror Witch Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Electro Wizard
Skeleton Army Zap Witch Electro Wizard Phoenix Mega Knight
Skeleton Army Witch Mega Knight Archers Electro Wizard
Skeleton Army Witch Electro Wizard Phoenix Mega Knight
Skeleton Army Mega Knight
Skeleton Army Zap Archers Electro Wizard Mega Knight
Electro Wizard Zap Archers Witch Phoenix
Zap Electro Wizard Phoenix Mega Knight
Witch Skeleton Army Phoenix
Skeleton Army Archers Electro Wizard Phoenix Mega Knight
Archers Skeleton Army Witch Electro Wizard Zap Mega Knight
Zap Archers Witch Electro Wizard Phoenix
Skeleton Army Mega Knight Zap Witch Electro Wizard
Skeleton Army Mega Knight Zap Witch Electro Wizard
Skeleton Army Electro Wizard Phoenix Mega Knight
Skeleton Army Zap Electro Wizard Mega Knight
Mega Knight Skeleton Army Witch Electro Wizard
Mega Knight Zap Archers Skeleton Army Witch Electro Wizard
Zap Witch Archers Electro Wizard Mega Knight
Electro Wizard Phoenix
Skeleton Army Mega Knight Archers Witch Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Mega Knight Zap Archers Witch Electro Wizard
Electro Wizard Zap Archers Phoenix Mega Knight
Skeleton Army Mega Knight Zap Witch Electro Wizard
Skeleton Army Mega Knight Zap Electro Wizard Phoenix
Skeleton Army Witch Phoenix Mega Knight
Zap Archers Witch Electro Wizard
Skeleton Army Archers Witch Electro Wizard Phoenix
Mega Knight Skeleton Army Phoenix
Zap Electro Wizard Mega Knight Skeleton Army Witch Phoenix
Witch Skeleton Army Phoenix
Mega Knight Witch Phoenix
Skeleton Army Mega Knight Zap Electro Wizard Phoenix
Skeleton Army Mega Knight Witch
Archers Skeleton Army Witch Mega Knight
Skeleton Army Witch Electro Wizard Phoenix Zap Archers
Mega Knight Zap Archers Witch Electro Wizard Phoenix
Zap Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Zap Electro Wizard
Zap Mega Knight
Zap Witch
Archers Witch
Zap
Zap
Electro Wizard
Zap Electro Wizard
Zap Archers
Zap
Zap Witch
Mega Knight
Zap Archers Electro Wizard Mega Knight
Zap Witch Mega Knight
Mega Knight
Zap
Zap Witch Mega Knight
Witch
Zap Witch Electro Wizard
Zap Witch Mega Knight
Zap
Zap Archers Witch Electro Wizard
Zap Electro Wizard Witch
Zap Mega Knight
Zap Electro Wizard
Mega Knight
Zap Electro Wizard Archers Skeleton Army Witch
Zap Archers Witch Electro Wizard
Electro Wizard Mega Knight
Zap
Zap
Mega Knight
Zap Witch Electro Wizard
Zap Witch Electro Wizard
Zap Witch Electro Wizard Mega Knight
Mega Knight

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